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Tactician and Decoy

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On a related note, ST and decoy might result in nice combinations.

 

Wedge with whatever (like PTL&R2)

green with swarm tactics and decoy

 

Green uses both abilities on Wedge. Decoy first, ST second. Result: Both ships shoot at PS 9.

Wedge with Swarm Tactics.

Green Squadron with PTL and Squad leader.

Stress ends up on the better ship for dealing with stress. They have to choose shooting Wedge, or the guy with more actions who gives Wedge more actions.

In that setup, green cannot SL Wedge.

 

 

Edit:

squad-leader.png

Derp

Darn, thought it was less than or equal to.

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On a related note, ST and decoy might result in nice combinations.

 

Wedge with whatever (like PTL&R2)

green with swarm tactics and decoy

 

Green uses both abilities on Wedge. Decoy first, ST second. Result: Both ships shoot at PS 9.

Wedge with Swarm Tactics.

Green Squadron with PTL and Squad leader.

Stress ends up on the better ship for dealing with stress. They have to choose shooting Wedge, or the guy with more actions who gives Wedge more actions.

In that setup, green cannot SL Wedge.

 

 

Edit:

squad-leader.png

Derp

Darn, thought it was less than or equal to.

Even with equal to, green cannot SL Wedge: SL happens during the activation phase. ST and decoy resolve later.

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On a related note, ST and decoy might result in nice combinations.

 

Wedge with whatever (like PTL&R2)

green with swarm tactics and decoy

 

Green uses both abilities on Wedge. Decoy first, ST second. Result: Both ships shoot at PS 9.

 

 

That's an interesting use of it... Given it doesn't chain and still requires R1 for ST.  And at the end of the day that's 22 points to get a 2 attack ship to shoot at PS9... Don't think it'll be competitive, but I like the thought process.  Keep it coming!

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  1. May = Choose

Swarm Tactics is may now, too.

 

I guess somebody with critical hit powers would enjoy firing later. Still, just use Swarm tactics and attack with the other ship first.

Maarek Stele + Black Squadron Pilot Decoy??

 

 

Imagine a rebel build with an R3-A2 and a B-wing with Tactician crew.

Easy double stress a turn.

 

That X-wing with R3-A2 also has a Flechette Torpedo.  Triple stress.

 

I think we're all going to have to learn how to maneuver all over again. Going green to clear stress won't work so well when you've got 3, and you'll be super predictable. Time to learn how to use your white moves to get the **** out of Dodge.

 

Lol Kath can triple stress:

 

Flechette Torpedo + Tactician + Negating a Kath Crit. :)

Triple stress for everyone! Time to start flying Tycho!

 

Also, the fact that it can be put on the lower PS pilot, 'pulling' in the pilot skill, rather than on the higher PS pilot (who might well want another ability instead) to 'push' it.

This is pretty important, I think, as it makes your higher PS pilot a little less of a target. In addition to the Range 2 advantage over Swarm Tactics as mentioned above, back to Maarek and the BSP for a second - another important feature is that Maarek (or whoever your high PS pilot is) still has their EPT slot free.

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Ooh tactician and gunner offer the ability to stress multiple ships.

Or double stress the same target.

More if you start with flechette torps. Though that is getting pretty limited in ship use and high in points.

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Ooh tactician and gunner offer the ability to stress multiple ships.

Or double stress the same target.

 

 

Yup I'd rather reap the benefit of stressing the same target twice.  I might drop this on a Buzzsaw Omicron.  Guarantee the second attack hits, and they're stressed twice.  I would say it's good on the Falcon, also, but the target has to be in front arc, which robs the Falcon's biggest asset.

 

Side note, it would also work with both attacks from a Cluster Missile.

Edited by Engine25
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I wonder how this Squadron will fare

 

Lambda OGP+Ion Cannon+Tactician+FCS+Gunner (33pts)

Black Squadron+Wingman (16pts)

Royal Guard Pilot+PtL (25pts)

Royal Guard Pilot+PtL (25pts)

 

Black Squadron fly with the Shuttle and remove the stress caused by all the red maneuver. Shuttle shoot with Ion Cannon, idealy at range 2 to give a stress token. If the opponent dodge it, the shuttle shoots again with a TL granted by FCS and, if at range 2, a second stress token. If the ennemy is ionized, you can stand still next turn and get your stress token removed by the Black Squadron wingman so you could potentially stand still during all the fight, as long as your Wingman is alive. Meanwhile, the two Royal Guards fly on their own and use their maneuvrability to disrupt the ennemy formation. Total is 99pts to help you with initiative.

 

Alternatively, if you prefer a maneuvrable Shuttle, swith Gunner and FCS for Adv Sensor and Engine Upgrade.

Edited by Red Castle

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Side note, it would also work with both attacks from a Cluster Missile.

 

Silly question does that mean a named falcon with clusters, gunner and tactician can do 4 stress to the same target?

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Side note, it would also work with both attacks from a Cluster Missile.

 

Silly question does that mean a named falcon with clusters, gunner and tactician can do 4 stress to the same target?

 

I think it would be 3 stress.  2 for the cluster missile attacks, and if they both miss, Gunner triggers a primary weapon attack for the 3rd.

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Side note, it would also work with both attacks from a Cluster Missile.

 

Silly question does that mean a named falcon with clusters, gunner and tactician can do 4 stress to the same target?

 

I think it would be 3 stress.  2 for the cluster missile attacks, and if they both miss, Gunner triggers a primary weapon attack for the 3rd.

 

 

^^This.  Actually, with Cluster and Gunner, you can even hit with the first of the two from the cluster missiles.  But, this is an expensive approach that kind of nerfs the reason the falcon is so good in order to deal 2-3 stress once.  While possible, I wouldn't advise attempting it competitively.

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Wait I just noticed that... why on earth is Tactician so specific about Range?

Because the card is "tactician", not "easy stress for everyone because stress is awesome". Tactician forces you to use tactics and think about what range you want to be at: at range 1 you get an extra attack die to kill your target faster, at range 2 you do less damage but get to control your target's next move, and at range 3 you get even less damage but have better defense against return fire. Each of these options has its own advantages and disadvantages, and choosing the right one for the situation depends on player skill.

My guess was because both factions can use it. If it had been rebel only, it would have been anywhere on the board, and 5 stress tokens.

Let's not lose all perspective here. The rebel stress abilities aren't that good. The torps are a one-shot weapon, and the stress droid is a unique upgrade that can only go on ships that don't have very impressive stress-clearing options to deal with the stress you give yourself. A fairly cheap crew upgrade that gives out unconditional stress on every attack is way beyond anything FFG has done.

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Wait I just noticed that... why on earth is Tactician so specific about Range?

Because the card is "tactician", not "easy stress for everyone because stress is awesome". Tactician forces you to use tactics and think about what range you want to be at: at range 1 you get an extra attack die to kill your target faster, at range 2 you do less damage but get to control your target's next move, and at range 3 you get even less damage but have better defense against return fire. Each of these options has its own advantages and disadvantages, and choosing the right one for the situation depends on player skill.

My guess was because both factions can use it. If it had been rebel only, it would have been anywhere on the board, and 5 stress tokens.

Let's not lose all perspective here. The rebel stress abilities aren't that good. The torps are a one-shot weapon, and the stress droid is a unique upgrade that can only go on ships that don't have very impressive stress-clearing options to deal with the stress you give yourself. A fairly cheap crew upgrade that gives out unconditional stress on every attack is way beyond anything FFG has done.

 

 

That explanation of the range actually makes a lot of sense... great thoughts!  I also agree with you on the rebel stressing besides these exceptions: the torpedoes can still stress you even if they don't hit, which means they can be farmed by pairing with Munitions Failsafe.  And R3-A2 is a perfect pairing for Hobbie, as he can cause a stress (or two with the torpedo) and fly away without penalty.  But, this is one unique pilot among many that have no such benefit.  So, consensus is they can be used well, but none are game-changing.  I personally like the idea of Tactician paired with Gunner and/or Cluster missiles, even though that's expensive.  

 

But, really, great thought on why its Range 2 only.

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the torpedoes can still stress you even if they don't hit, which means they can be farmed by pairing with Munitions Failsafe.

I'd just like to point out that this is probably more of an imperial strategy than a rebel one, since TIE bombers are a much cheaper ship to spend on stressing but never doing damage and the bomber character is perfect for re-rolling hits and ensuring that you never lose your torps. Though TBH I'd just take a bomber with a pair of stress torps and not worry about trying to get an infinite supply of them.

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the torpedoes can still stress you even if they don't hit, which means they can be farmed by pairing with Munitions Failsafe.

I'd just like to point out that this is probably more of an imperial strategy than a rebel one, since TIE bombers are a much cheaper ship to spend on stressing but never doing damage and the bomber character is perfect for re-rolling hits and ensuring that you never lose your torps. Though TBH I'd just take a bomber with a pair of stress torps and not worry about trying to get an infinite supply of them.

 

 

I'm not even sure I'd play it that way... you won't get very far if you're not doing damage.  I didn't mean to imply it was a smart strategy, just that it's possible. 

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the torpedoes can still stress you even if they don't hit, which means they can be farmed by pairing with Munitions Failsafe.

I'd just like to point out that this is probably more of an imperial strategy than a rebel one, since TIE bombers are a much cheaper ship to spend on stressing but never doing damage and the bomber character is perfect for re-rolling hits and ensuring that you never lose your torps. Though TBH I'd just take a bomber with a pair of stress torps and not worry about trying to get an infinite supply of them.

 

 

I'm not even sure I'd play it that way... you won't get very far if you're not doing damage.  I didn't mean to imply it was a smart strategy, just that it's possible. 

 

Well remember the stress torps will give a Bomber an extra attack die so you do more  more damage then your normal shots and get the extra stress

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I like Tactician on Echo. Nobody has range manipulation like that.

 

I like Decoy on Coran Horn. Pass on PS 8 while he takes a smoke break.

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